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{{DeeZireInclusion}}<br />
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{{WrongTitle|[SuperWeaponTypes]}}
This section simple takes the form of a list, numbered starting at '1', of all the Super Weapons in the game. Each Super Weapon should then be defined with its own section in the same way as units and structures. The map file action which gives a player a Super Weapon also uses this list (see the Map Editing Guide). A description of each valid tag in those sections follows, however there is one important point to make on this list - the game is hard coded to use the EVA voices for the warnings of Super Weapon structures being constructed depending on the default order of this list. This means that if you change the order, or the effect of the Super Weapons, you won't get different EVA announcements when the relevant structure is placed on the map. A way around this is to disable those EVA voices from the EVA.INI file (see the EVA.INI Guide). For this reason, I do not recommend changing the order of the list. For example, placing a structure on the map that has SuperWeapon=ChronoSphereSpecial set will always result in EVA announcing 'Warning: Chrono Sphere Detected' even if the Super Weapon has been modified so that its no longer a Chrono Sphere. Similarly, adding a new Super Weapon will not result in EVA making any announcements, even if you add new voices.<br />
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This section comprises a list of all Super Weapons available in the game. In addition to that, it is also used by random crate functionality - the ICBM [[Powerups|powerup]] uses the first Super Weapon with {{f|Action|Nuke}} listed here.
Like all previous C&C games, much of the functionality of the Super Weapons in the game is hard coded. However, it is possible through clever manipulation of the RULES and ART files to modify the Super Weapons to a great degree. This is intentionally the last section in the guide as it requires a very good understanding of the way the game logic works and operates. If you are an experienced editor, after this point in the guide you should have accumulated enough knowledge to at least make it look to the players that there is one (or more) new Super Weapon. Because of this hard coding issue, making a 'new' super weapon means that you either have to substitute your new one for one of the existing ones or heavily modify the others in order to either 'clone' an existing one or create a 'new' one that behaves in a similar way to an existing one. At the very least, you can customize any Super Weapon to give your mod that extra uniqueness and even more functionality. The Action= and Type= entries are of particular pertinence when working with Super Weapons as they define the overall characteristics of them.<br />
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== Applicable INI Flags ==
One useful note to consider when editing the Super Weapons is that you cannot give a Super Weapon to a structure that already has a 'normal' weapon defined. The structures' sole purpose in Red Alert 2 and Yuri's Revenge must be to 'carry' the Super Weapon, since the presence of the Super Weapon actually 'hard codes' a new weapon (whose characteristics are defined by the Super Weapon's Type=) onto the structure. If that same structure also has a normal weapon, it simply will not function. It is this part of the game logic that allows Super Weapons to be disabled - the effect of disabling them is to prevent the relevant structures being built by the player(s) or the AI.
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{{Applicable INI Flags}}
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{{:AbstractTypes}}
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<onlyinclude>
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{{Applicable INI Flags Header|SuperWeaponTypes}}
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|-
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| {{Ini|Rules}} || Object's ID || {{f|WeaponType|link}}  || WeaponType || 0 || +
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Action|link}}  || Action || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|IsPowered|link}}  || boolean || 1 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|DisableableFromShell|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|FlashSidebarTabFrames|link}}  || int || -1 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|AIDefendAgainst|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|PreClick|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|PostClick|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|ShowTimer|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|SpecialSound|link}}  || Sound || -1 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|StartSound|link}}  || Sound || -1 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Range|link}}  || float || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|LineMultiplier|link}}  || int || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|Type|link}}  || Type || -1 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|PreDependent|link}}  || Type || -1 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|AuxBuilding|link}}  || BuildingType || 0 || +
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|-
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| {{Ini|Rules}} || Object's ID || {{f|UseChargeDrain|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|ManualControl|link}}  || boolean || 0 ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|RechargeTime|link}}  || float || 5.0 (minutes) ||
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|-
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| {{Ini|Rules}} || Object's ID || {{f|SidebarImage|link}}  || filename.cameo || "" ||
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|}
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</onlyinclude>
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[[Category:Rules(md).ini Sections]]

Latest revision as of 01:46, 17 July 2020

This page should correctly be named "[SuperWeaponTypes]"; it is wrong due to technical restrictions.


This section comprises a list of all Super Weapons available in the game. In addition to that, it is also used by random crate functionality - the ICBM powerup uses the first Super Weapon with Action=Nuke listed here.

Applicable INI Flags

These tables show all INI flags applicable1 to SuperWeaponTypes. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.

Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.

1 "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.

AbstractTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Name string(48 symbols) ID
Rules(md).ini Object's ID UIName string(31 symbol) ""


SuperWeaponTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID WeaponType WeaponType 0 +
Rules(md).ini Object's ID Action Action 0
Rules(md).ini Object's ID IsPowered boolean 1
Rules(md).ini Object's ID DisableableFromShell boolean 0
Rules(md).ini Object's ID FlashSidebarTabFrames int -1
Rules(md).ini Object's ID AIDefendAgainst boolean 0
Rules(md).ini Object's ID PreClick boolean 0
Rules(md).ini Object's ID PostClick boolean 0
Rules(md).ini Object's ID ShowTimer boolean 0
Rules(md).ini Object's ID SpecialSound Sound -1
Rules(md).ini Object's ID StartSound Sound -1
Rules(md).ini Object's ID Range float 0
Rules(md).ini Object's ID LineMultiplier int 0
Rules(md).ini Object's ID Type Type -1
Rules(md).ini Object's ID PreDependent Type -1
Rules(md).ini Object's ID AuxBuilding BuildingType 0 +
Rules(md).ini Object's ID UseChargeDrain boolean 0
Rules(md).ini Object's ID ManualControl boolean 0
Rules(md).ini Object's ID RechargeTime float 5.0 (minutes)
Rules(md).ini Object's ID SidebarImage filename.cameo ""